# the position on the x axis, the road is placed at (in nodes)
# this actually just selects the chunks the road is placed in,
# actual placement is near the center (x-wise) of the selected chunk
thelowerroad.axisx (X Position of the road) int 100

# defining the road wobble
# the factor x-pos is divided by, before taking the sinus
# values larger than the chunksize will stretch out the wobble
# values smaller than chunksize produce varying results depending on the resonance with chunksize
thelowerroad.sinfactor (The road wobble) int 62 40 10000

# the result of sin(x-pos / sinfactor) is multiplied by this
# the bigger the value, the bigger the wobble
# values bigger than (chunksize/2)-roadwith will break the mod. 20 is a safe value
thelowerroad.sinspread (The spread of the road wobble) int 30 2 37

# affects the rareness of house generation
# setting this to 0 will create houses one the ground
# larger values create houses only if the road is underground
thelowerroad.house_rareness (Roadside-house rareness) int 0 0 11

# if the trees are getting cleared out if the road is underground
# if set to 1, all trees above the road will be removed
# even if the road is currently underground
# if set to 0, trees are only cleared if neccesary
thelowerroad.excessive_clearing (Excessive tree-clearing) int 0 0 1

# road base elevation
# in blocks above sea-level
thelowerroad.roadelevation (road base elevation above sealevel) int 0 0 20